Possessor Bonus Class 1.6.6

Killed by Adariana the rattlesnake at level 17 on the 3rd Wealth 122nd year of Ascendancy at 05:59
Killed by worm that walks at level 18 on the 5th Wealth 122nd year of Ascendancy at 08:49
Killed by worm that walks at level 18 on the 5th Wealth 122nd year of Ascendancy at 09:31
Killed by skeleton warrior at level 22 on the 33rd Dearth 122nd year of Ascendancy at 13:04
Killed by ruin banshee at level 22 on the 33rd Dearth 122nd year of Ascendancy at 14:13
Killed by Mayymira the skeleton archer at level 22 on the 36th Dearth 122nd year of Ascendancy at 01:09
Killed by war hound at level 23 on the 38th Dearth 122nd year of Ascendancy at 23:43

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.
Also removes cross-tier effects of the affected types for free.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 33Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Concentrate on your blows; for 4 turns, each strike you land on your target in melee range has a 31% chance to trigger another, similar strike.
This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn.
The chance increases with your Dexterity.

Greater Weapon Focus

1/5

Effective talent level: 6.5Use mode: PassiveDescription: After killing a foe, you have a 100% chance to gain a 1000% movement speed bonus for 1 game turn.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly.

Step Up

5/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 18.5Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Lashes at the target, doing 100% weapon damage.
If the attack hits, the target will bleed for 200% weapon damage over 7 turns, and all healing will be reduced by 3%.

Bleeding Edge

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 10Drains stamina: 1Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Take a defensive stance to resist the onslaught of your foes.
While wounded, you gain all damage resistance equal to 14% of your missing health.
(So if you have lost 70% of your life, you gain 10% all resistance.)
In addition, your all damage resistance cap increases -0.9% closer to 100%.
This consumes stamina rapidly the longer it is sustained (1.0 stamina/turn, increasing by 0.3/turn).
The resist is recalculated each time you take damage.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 26.4Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Smash your shield into the face of all adjacent foes dealing 100% shield damage and knocking them back 0 grids.
In addition, all creatures knocked back will also be dazed for 9 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength.

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You brace yourself for the final stand, increasing Defense and Armor by 1, maximum and current life by 14, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -14 life.
If your life is below 0 when Last Stand ends it will be set to 1.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Technique / Shield offense

1.30

Effective talent level: 6.5Use mode: ActivatedStamina cost: 10.6Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Hits the target with two shield strikes, doing 180% and 223% shield damage. If it hits a second time, it stuns the target for 5 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

5/5

Effective talent level: 1.3Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 1 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 1.
Increases the crit chance of counterstrikes by 18%. This increase scales with your Dexterity.

Effective talent level: 1.0Use mode: PassiveDescription: Dwarf skin is a complex structure; it can automatically react to physical blows and harden itself.
When you are hit in melee, you have a 15% chance to increase your armour total by 6 for 5 turns and fully ignore the attack triggering it.
There is no cooldown to this effect; it can happen while already active.

Stoneskin

1/5

Effective talent level: 5.0Use mode: PassiveDescription: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 65 gold, up to +50. (currently +32)

Power is Money

5/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 57Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While the origins of the dwarves remain clouded in mystery to the other races, it is obvious that they share strong ties to the stone.
You can target any wall and immediately enter it, appearing on the other side.
This can pass through up to 1 tiles (increases with Constitution and talent level).

Stone Walking

0/5

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Technique / Conditioning

1.30

Effective talent level: 2.6Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 41%.
Whenever your life falls below 50%, your life regeneration increases by 18.1 for 8 turns (144 total). This effect can only happen once every 15 turns.
The regeneration scales with your Constitution.

Vitality

2/5

Effective talent level: 0.0Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a -8% chance to recover from a single stun effect.
At talent level 2 you may also recover from Blindness, at level 3 Confusion and Pins, and level 4 Disarms and Slows.
Effects will be cleansed with the priority order Stun > Blind > Confusion > Pin > Disarm > Slow.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by your very presence.
Enemies within radius 6 have their Physical Power, Mindpower, and Spellpower reduced by 2.
The power of the intimidation effect improves with your Physical power

Daunting Presence

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 1 for 0 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
You may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Effective talent level: 6.5Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 18, Armour hardiness by 64%, and reduces the chance melee or ranged attacks critically hit you by 22% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

5/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 6.5Use mode: PassiveDescription: Increases weapon damage by 76% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Effects

talent

Shield Wall

beneficial effect

The target has 18 increased life regeneration.

Recovery

beneficial effect

A flow of life spins around the target, regenerating 65.84 life per turn.

Regeneration

detrimental effect

The more you use infusions, the longer they will take to recharge (+1 cooldowns).

Infusion Saturation

beneficial effect

The target's skin reacts to damage, granting 6 armour.

Stoneskin

Quests

You failed to protect the lone alchemist from death by giant venus flytrap.

Escort: lone alchemist (level 3 of Trollmire)

failed

You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair.
As a reward you improved Cunning by +5.

Escort: lost defiler (level 3 of Norgos Lair)

done

You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest.
As a reward you improved Strength by +5.

Escort: lost sun paladin (level 1 of Old Forest)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell.
As a reward you improved Strength by +5.

Escort: lost sun paladin (level 2 of Dreadfell)

done

You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell.
As a reward you improved Strength by +5.

Escort: lost sun paladin (level 4 of Dreadfell)

done

You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair.
As a reward you improved Dexterity by +5.

Escort: repented thief (level 2 of Norgos Lair)

done

You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest.
As a reward you improved Willpower by +5.

Escort: temporal explorer (level 2 of Old Forest)

done

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge fire dragon that dwelled there.

Into the darkness

done

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
6 lumberjacks have died.

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

iron helm of the depths (0 def, 3 armour)

On hands

Snow Giant Wraps (0 def, 2 armour)
Infused by nature1.00 Encumbrance.

[Unique]
Type: armor / hands ; tier 3

It is part of a set of items.This would be great with a mighty matching belt.When wielded/worn:
Armour: +2
Changes stats: +4 Str
Changes resistances: +10% lightning / +10% cold
Knockback immunity: +50%
Maximum life: +60.00Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) :Effective talent level: 2.0Power cost: 6 out of 6/6.Range: 10Travel Speed: instantaneousIs: a nature giftDescription: Throw a huge boulder, dealing 151.64 physical damage and knocking targets back 5 tiles within radius 1.
The damage will increase with your Strength.

Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.

When wielded/worn:
Defense: +6 (+3 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +10% darkness
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+4 eff.)
Maximum stamina: +25.00It can be used to activate talent Shadowstep (costing 50 power out of 50/50) :Effective talent level: 2.0Power cost: 50 out of 50/50.Range: 7Travel Speed: instantaneousIs: a spellDescription: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target.

A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact)

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

When carried:
Light radius: +1Latent Damage Type: LightIt can be used to map surroundings within range 20

Activation costs 30 power out of 30/30.

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.